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'''''Times of Lore''''' is a 1988 action role-playing game by [[Chris Roberts]] that was developed and published by [[Origin Systems]].
'''''Times of Lore''''' is a 1988 action role-playing game by [[Chris Roberts]] that was developed and published by [[Origin Systems]].


It was originally titled Ultra Realm.<ref>[https://web.archive.org/web/20140914215106/https://www.usgamer.net/articles/chris-roberts-star-citizen-profile "The Stars His Destination: Chris Roberts from Origin to Star Citizen"]. 2014-09-13, archived.</ref> According to Chris Roberts, it was inspired by console action-adventures, particularly The Legend of Zelda.<ref name=":0">''Computer Gaming World'', issue 68 (February 1990), pages 34 & 38</ref> He started working on it in England then he went across to America where Origin published it.<ref name=":2" />
It was originally titled ''Ultra Realm''.<ref>[https://web.archive.org/web/20140914215106/https://www.usgamer.net/articles/chris-roberts-star-citizen-profile "The Stars His Destination: Chris Roberts from Origin to Star Citizen"]. 2014-09-13, archived.</ref> According to Chris Roberts, it was inspired by console action-adventures, particularly ''The Legend of Zelda''.<ref name=":0">''Computer Gaming World'', issue 68 (February 1990), pages 34 & 38</ref> He started working on it in England then he went across to America where Origin published it.<ref name=":2" />


[[Martin Galway]] came to Austin in 1988 as a contractor, to help develop Times of Lore.<ref>{{Cite RSI|url=https://robertsspaceindustries.com/comm-link/transmission/12745-Meet-Martin-Galway|accessdate=2012-10-22}}</ref>
[[Martin Galway]] came to Austin in 1988 as a contractor, to help develop ''Times of Lore''.<ref>{{Cite RSI|url=https://robertsspaceindustries.com/comm-link/transmission/12745-Meet-Martin-Galway|accessdate=2012-10-22}}</ref>


== Gameplay ==
== Gameplay ==
Like most Origin games developed before Wing Commander, Times of Lore was a serious RPG. In terms of story, the game followed the typical RPG path at the time, asking the player to choose among character classes and then sending him to locate and retrieve magic artifacts to save a kingdom, however the game featured an intricate world map and boasted alack of in-game load time.
Like most Origin games developed before ''Wing Commander'', ''Times of Lore'' was a serious RPG. In terms of story, the game followed the typical RPG path at the time, asking the player to choose among character classes and then sending him to locate and retrieve magic artifacts to save a kingdom, however the game featured an intricate world map and boasted alack of in-game load time.


Earlier RPGs, chief among them Origin’s Ultima series, featured a text-based interface. As games became more complex, the number of commands multiplied. For times of Lore, Chris Roberts developed a mouse-drive icon-based interface. Times of Lore managed with eight icons what contemporary RPGs and adventure games were doing with dozens of commands.<ref>{{Cite RSI|url=https://robertsspaceindustries.com/comm-link/spectrum-dispatch/12671-Blast-From-The-Past-Times-Of-Lore|text=Blast From the Past: Times of Lore|accessdate=2013-06-12}}</ref>
Earlier RPGs, chief among them Origin’s ''Ultima'' series, featured a text-based interface. As games became more complex, the number of commands multiplied. For times of Lore, Chris Roberts developed a mouse-drive icon-based interface. ''Times of Lore'' managed with eight icons what contemporary RPGs and adventure games were doing with dozens of commands.<ref>{{Cite RSI|url=https://robertsspaceindustries.com/comm-link/spectrum-dispatch/12671-Blast-From-The-Past-Times-Of-Lore|text=Blast From the Past: Times of Lore|accessdate=2013-06-12}}</ref>


It had a whole interface for the conversation system that was menu driven for joystick.<ref name=":2">[https://paullicino.tumblr.com/post/140850063441/paul-dean-as-i-understand-you-were-born-in-the The forgotten interview with Chris Roberts by Paul Dean], March 11, 2016</ref>
It had a whole interface for the conversation system that was menu driven for joystick.<ref name=":2">[https://paullicino.tumblr.com/post/140850063441/paul-dean-as-i-understand-you-were-born-in-the The forgotten interview with Chris Roberts by Paul Dean], March 11, 2016</ref>


== Legacy ==
== Legacy ==
Times of Lore went on to inspire several later titles by Origin Systems. This includes the 1990 title [[Bad Blood]], another action RPG based on the same engine. It also inspired the 1990 title ''Ultima VI: The False Prophet'', which adopted several elements from Times of Lore, including real-time elements, a constant-scale open world (replacing the unscaled overworld of earlier ''Ultima'' games)<ref name=":0" />, and an icon-based point & click interface<ref name=":1">''[https://archive.org/details/TheOfficialBookOfUltima/page/n95/mode/2up?view=theater The Official Book of Ultima]''. 1990.</ref>. Richard Garriott, in addition to citing it as an influence on Ultima VI<ref name=":1" />, said that Ultima VII: The Black Gate was also inspired by Times of Lore<ref>[https://books.google.fr/books?id=mKF5AgAAQBAJ&pg=PA347&redir_esc=y#v=onepage&q&f=false ''Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time'',] page 347</ref>. The game was a precursor to Diablo and Baldur's Gate: Dark Alliance.<ref>[https://www.lemon64.com/review/times-of-lore/768 Times of Lore], Lemon64</ref>
''Times of Lore'' went on to inspire several later titles by Origin Systems. This includes the 1990 title ''[[Bad Blood]]'', another action RPG based on the same engine. It also inspired the 1990 title ''Ultima VI: The False Prophet'', which adopted several elements from Times of Lore, including real-time elements, a constant-scale open world (replacing the unscaled overworld of earlier ''Ultima'' games)<ref name=":0" />, and an icon-based point & click interface<ref name=":1">''[https://archive.org/details/TheOfficialBookOfUltima/page/n95/mode/2up?view=theater The Official Book of Ultima]''. 1990.</ref>. Richard Garriott, in addition to citing it as an influence on Ultima VI<ref name=":1" />, said that Ultima VII: The Black Gate was also inspired by Times of Lore<ref>[https://books.google.fr/books?id=mKF5AgAAQBAJ&pg=PA347&redir_esc=y#v=onepage&q&f=false ''Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time'',] page 347</ref>. The game was a precursor to Diablo and Baldur's Gate: Dark Alliance.<ref>[https://www.lemon64.com/review/times-of-lore/768 Times of Lore], Lemon64</ref>


== External Links ==
== External Links ==

* [https://archive.org/details/msdos_Times_of_Lore_1988 Playable for free at the Internet Archive]
* [https://archive.org/details/msdos_Times_of_Lore_1988 Playable for free at the Internet Archive]
* [https://www.mobygames.com/game/762/times-of-lore/ Times of Lore at Mobygames]
* [https://www.mobygames.com/game/762/times-of-lore/ Times of Lore at Mobygames]

Revision as of 16:12, 24 June 2023

Times of Lore

Times of Lore is a 1988 action role-playing game by Chris Roberts that was developed and published by Origin Systems.

It was originally titled Ultra Realm.[1] According to Chris Roberts, it was inspired by console action-adventures, particularly The Legend of Zelda.[2] He started working on it in England then he went across to America where Origin published it.[3]

Martin Galway came to Austin in 1988 as a contractor, to help develop Times of Lore.[4]

Gameplay

Like most Origin games developed before Wing Commander, Times of Lore was a serious RPG. In terms of story, the game followed the typical RPG path at the time, asking the player to choose among character classes and then sending him to locate and retrieve magic artifacts to save a kingdom, however the game featured an intricate world map and boasted alack of in-game load time.

Earlier RPGs, chief among them Origin’s Ultima series, featured a text-based interface. As games became more complex, the number of commands multiplied. For times of Lore, Chris Roberts developed a mouse-drive icon-based interface. Times of Lore managed with eight icons what contemporary RPGs and adventure games were doing with dozens of commands.[5]

It had a whole interface for the conversation system that was menu driven for joystick.[3]

Legacy

Times of Lore went on to inspire several later titles by Origin Systems. This includes the 1990 title Bad Blood, another action RPG based on the same engine. It also inspired the 1990 title Ultima VI: The False Prophet, which adopted several elements from Times of Lore, including real-time elements, a constant-scale open world (replacing the unscaled overworld of earlier Ultima games)[2], and an icon-based point & click interface[6]. Richard Garriott, in addition to citing it as an influence on Ultima VI[6], said that Ultima VII: The Black Gate was also inspired by Times of Lore[7]. The game was a precursor to Diablo and Baldur's Gate: Dark Alliance.[8]

References

  1. "The Stars His Destination: Chris Roberts from Origin to Star Citizen". 2014-09-13, archived.
  2. Jump up to: 2.0 2.1 Computer Gaming World, issue 68 (February 1990), pages 34 & 38
  3. Jump up to: 3.0 3.1 The forgotten interview with Chris Roberts by Paul Dean, March 11, 2016
  4. Meet Martin Galway. Transmission - Comm-Link. Retrieved 2012-10-22
  5. Blast From the Past: Times of Lore. Spectrum Dispatch - Comm-Link. Retrieved 2013-06-12
  6. Jump up to: 6.0 6.1 The Official Book of Ultima. 1990.
  7. Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time, page 347
  8. Times of Lore, Lemon64